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Messages - Lendrick
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1
General Discussion / Re: Color ramp generator for Dawnbringer 32 palette
« on: December 21, 2013, 06:23:12 pm »
Greets!

Just a heads up, I added what you asked for.  Additionally, I added a Brightness slider (it made sense to add it since I added a contrast slider too).

Just to clear up any potential confusion about the difference between the brightness and illumination sliders:

When you adjust the illumination slider, the brightest and darkest color will always remain the same, and the colors in the middle will get darker and lighter.  A ramp with minimum illumination will be dark, but with a very bright highlight, as if it's backlit by a bright light.

A ramp with minimum brightness will just be very dark.

FYI, I've removed the original zip file and put the code up on Github.  Here's the new download link:

https://github.com/lendrick/Gradientifier/archive/master.zip

Note that the download link is now on the page itself, as well.

2
General Discussion / Re: Color ramp generator for Dawnbringer 32 palette
« on: December 21, 2013, 04:00:24 pm »
Awesome man! Thanks a lot! :D Unfortunately though, I think I found a bug... For some reason you can't select the first color, though all the rest appear to be selectable...

That's actually by design.  The first color is always the tint color, for reference.  If you aren't tinting the whole rainbow, you can just set that color by setting the tint.

Aside from that, I have a slightly more complex, though definitely more useful feature request -- could you let the user change the reflectivity/highlightmultiplier/darken, etc. of JUST the currently-selected color OR all the rainbow colors at once? It'd just require a few more sliders, but it'd make it a LOT easier to control an entire palette as well as individual ramps simultaneously (so you can look and see how they play together side by side as you create 'em).

I like that idea.  I'll see if I can do it.

Also, is there any way to adjust the contrast between the colors on the ramp? If not, I would suggest slider(s) for that as well for those of us who want a little more manual control (both for an individual color, OR the entire rainbow). If you needed to, maybe a toggle switch could work to lock the contrast for the selected color (and use that base contrast to generate that color's ramp using all your other sliders.) This would be ideal when you need some gradients to be 'soft' and others to 'pop'. You could generate a 'hard' OR 'soft' contrast ramp with the Add/remove color command -- but a "duplicate current color" command would be helpful there in the case that you had to have both a soft and a hard version of a color ramp in your palette.

That never actually occurred to me, but it makes a lot of sense.  Right now, all of the gradients always have a color that's as bright as the highlight and as dark as the shadow.  I'll look into adding some kind of contrast slider, both for the whole thing and for individual colors.

Color selection is a hard thing to come by any good tools for. Even without my new suggestions, this is already shaping up to be an amazing tool for pixel art! If anyone hasn't tried playing around with this yet, they really should. It can almost create any kind of palette they wish. With my new suggestions, it really would be able to! I definitely want to know about any future updates on this! Thanks again for making this dude!

I'm really glad you like it.  In all honesty, I kind of built it on a lark and I didn't expect it to work all that well, so I'm as surprised as anyone that the results are so usable, at least with a 32 color palette (I doubt it would work as well with a 16 color palette, or one that's not as designed as well as DB32).  I'm not actually good at color ramps, despite having a rough understanding of how lighting works, so I thought it would be nice to have a program to generate them for me. :)

3
General Discussion / Re: Color ramp generator for Dawnbringer 32 palette
« on: December 20, 2013, 10:09:13 pm »
Just an update so everyone can see this:  I added the features that astraldata was asking for.  They're available both on the rainbow page and in the updated download.

4
General Discussion / Re: Color ramp generator for Dawnbringer 32 palette
« on: December 19, 2013, 07:48:59 pm »
Glad to hear it works locally. :)

FYI (if you haven't figured this out already) you can modify rainbow_hex and palette_hex at the top of the file to change the rainbow colors sand the palette.  Ideally I'd also like to add support for other palettes too (it should be fairly trivial), but I'm not sure how well it will work with palettes that have less than 32 colors.  With a 16 color palette, every ramp would have to use basically a third of the entire palette, which doesn't leave much room for variety.

Anyway, I'll let you know once I get the rainbow editing part working.  I might poke at it tonight if I have the chance.

5
General Discussion / Re: Color ramp generator for Dawnbringer 32 palette
« on: December 19, 2013, 05:47:34 pm »
You can download it here:

http://static.opengameart.org/gradientifier.zip

Please note that I can make no guarantee of it working locally.  Browsers have security stuff that sometimes prevents loading of local files onto a canvas.  I don't have any intention of supporting making it work locally, although if someone can write a fix, I'll include it in the download.

As for adjusting the rainbow colors individually, you can't do that yet, although I plan to add that feature.

6
General Discussion / Color ramp generator for Dawnbringer 32 palette
« on: December 18, 2013, 07:55:02 pm »
Last night, I coded up a little javascript program to generate color ramps for use with the Dawnbringer 32 palette, which you can find here:

http://static.opengameart.org/gradientifier

The instructions are at the top of the page.  They aren't great, so it's best to play around with the colors and sliders and watch how the gradient changes.  Here are some links to some sample lighting conditions:

* Green grass on a sunny day
* The same color on an overcast day
* The same color by moonlight
* The same color under a bright fluorescent light

I also made a sample image, just to give people a quick idea of what this tool is capable of.  The tiles used in the sample image were originally designed by Surt.


7
Pixel Art / 16x16 Castle Tiles
« on: April 25, 2010, 05:56:40 am »


Mostly done, but I'm interested to hear what people think.  The complete set is available here:

http://opengameart.org/content/16x16-castle-tiles

... under the terms of the GPL or CC-BY-SA.  The grass tile is lifted from a 16x16 town tileset by Surt, in accordance with the license on that set, which can be found here:

http://opengameart.org/content/town-tiles

All the rest of the tiles are mine. :)

8
General Discussion / Interest in a 1-hour pixel art contest?
« on: January 15, 2010, 06:38:28 pm »
Greets!

This is Bart from OpenGameArt.org.  I've run a couple of pixel art contests in the past, and had limited interest because the prize money we're able to offer (generally a total of $150 or less) is understandably not particularly tempting considering the time investment required.  Also, there's little motivation to create a small, quick submission due to the fact that you're likely going up against other people who have put a large amount of effort into their work.

Anyway, barring a massive increase in site donations, our budget is what it is, and there's not much getting around it.  On the other hand, I thought maybe I could limit the amount of time spent on contest submissions by planning a contest time in advance (perhaps with some general description of what the contest will be about), but then only announcing the actual subject of the contest one hour before the entries are due, thus limiting everyone to a single hour of work.  The usual OGA contest rules would apply -- you would retain ownership of your art, but in order to enter it, you would have to agree to release it under a Free license.

So my question is this:  If we were to post such a contest, would be people be interested in participating?  Please let me know, and if you have other ideas, I'm all ears. :)

Thanks!
Bart
http://opengameart.org

9
Pixel Art / Re: WIP tree - C&C?
« on: August 08, 2009, 05:35:20 pm »
Here it is with some leaf-like dithering.



(update) ...and a trunk and a shadow:



The trunk seems like the hardest part so far.

(update again) and here it is on my grass and dirt tiles:

(and with more saturated leaves...)

10
Pixel Art / WIP tree - C&C?
« on: August 08, 2009, 03:56:27 am »
So, I'm trying to block out the shading for a tree before I start on details (leaves, trunk, etc).  Does this look like an adequate start?



Bart

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